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connectors.txt
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connectors.txt
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# lines beginning with '#' are comments.
# directory where prefabs are
MAPDIR=./prefabs/
# name of the DEFINE where we start the generation from
START=intermission1
# a comma-separated list of DEFINE names where we end the generation.
# picks one from the list at random when level is long enough.
FINISH=goal
# When a prefab placement is blocked, use this to "cap" it off.
# It should fit inside the smallest prefab size, with some room to spare.
DEFCAP=goal_cap
#
#DEFINE=name_of_the_piece {
# size:(x1,y1,z1)-(x2,y2,z2)
# # the bounding box of the prefab. optional.
# # if left out, the prefab does not block other prefab generation in it's place.
# prefab: filename.map
# # the prefab filename. repeatable. MAPDIR is prefixed to this. allows globbing.
# next: name_of_another_piece
# # name of DEFINE to go to next. optional. repeatable.
# # next one if picked at random. if left out, generation stops there.
# exit: (x,y,z)
# # optional. repeatable. Defines how much to shift current coordinates
# # before going to next piece.
# # picks next piece to generate for each exit defined.
# # if left out, coordinates are not shifted before going to the next piece.
# # accepts an optional r=+X parameter, which is the rotation in 90 degrees.
# # r=+1 would turn 90 degrees to right. r=+3 would turn 90 degrees to left.
# cap: name_of_end_piece
# # optional. used to cap off the generation, if this prefab generation is blocked.
# # if not defined, uses DEFCAP
# cost: integer_value
# # optional. host costly this is? defaults to 1.
#}
#
DEFINE=intermission1 {
prefab: intermission_t1.map
next: intermission2
cost: 0
}
DEFINE=intermission2 {
prefab: intermission_t2.map
next: start1
cost: 0
}
DEFINE=start1 {
size: (-64,-64,-64)-(192,128,192)
prefab: start1.map
exit: (0, 128, 0)
next: road_a
next: road_b
next: turn_right
next: turn_left
next: ramp_up
next: ramp_down
}
# one green turf "diamond" size
DEFINE=road_a {
size: (-64,0,-64)-(192,128,192)
prefab: road_a*.map
exit: (0, 128, 0)
next: road_a
next: road_b
next: turn_right
next: turn_left
next: ramp_up
next: ramp_down
}
DEFINE=turn_right {
size: (-64,0,-64) - (256,320,192)
prefab: turn_right_*.map
exit: (256,256,0), r=+1
next: road_a
next: road_a
next: road_b
next: turn_right
next: turn_left
next: ramp_up
next: ramp_down
}
DEFINE=turn_left {
size: (-128,0,-64) - (192,320,192)
prefab: turn_left_*.map
exit: (-128,128,0), r=+3
next: road_a
next: road_a
next: road_b
next: turn_right
next: turn_left
next: ramp_up
next: ramp_down
}
DEFINE=ramp_up {
size:(-64,0,-64)-(192,256,192)
prefab: ramp_up_*.map
exit: (0, 256, 64)
next: road_a
next: road_a
next: road_b
next: turn_right
next: turn_left
}
DEFINE=ramp_down {
size:(-64,0,-128)-(192,256,128)
prefab: ramp_down_*.map
exit: (0, 256, -64)
next: road_a
next: road_a
next: road_b
next: turn_right
next: turn_left
}
# twice as long as road_a
DEFINE=road_b {
size: (-64,0,-64)-(192,256,192)
prefab: road_b*.map
exit: (0, 256, 0)
next: road_a
next: road_a
next: road_b
next: turn_right
next: turn_left
next: ramp_up
next: ramp_down
}
DEFINE=goal_cap {
size: (-64,0,-64)-(192,128,192)
prefab: goal.map
# no next stanzas defined, this ends the generation.
}
DEFINE=goal {
size: (-192,0,-64)-(320,576,192)
prefab: goal*.map
# no next stanzas defined, this ends the generation.
}